Resume

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I’m a creative game designer with 16+ years of experience working on AAA games.  I specialize in creating slick and clever level layouts as well as challenging yet rewarding gameplay sequences.  Now looking to apply my skills, expertise and passion into a company that believes that gameplay comes first.

Skills

Design

  • Ability to take any environment and create gameplay that uses elements from that environment in clever and fun ways, but still feel integrated and not overly contrived.
  • Creating level layouts that complement the mechanics of the player’s Avatar. This requires full understanding of what these mechanics are and how they feel when performing them.
  • Intuitive level design that utilizes visuals, sound, feel, angles, and animation to lead but never handhold a player through the gameplay space.
  • Ability to create gameplay sequences that combine enemies and custom set pieces to deliver memorable moments.
  • Creating puzzles where the solution isn’t stumbled upon or buried within many steps, but instead easy to solve once you know the twist.

Tools

  • Proficient in proprietary 3D development tools, Maya based level editors, Radiant Editor, Fox Engine, Frostbite, basic and visual scripting.

Other

  • As a side project I have just released my first mobile game that I created by myself on Apple’s App Store.
  • Strong 2D drawing skills, storyboarding background, and animation.

Work Experience

Senior Game Designer at Respawn Entertainment (2018 to Current) – Star Wars Jedi: Fallen Order (Dathomir&Fortress)
  • Designed the level block out for all of Dathomir and a large part of Fortress.
  • Scripted all enemy encounters in Dathomir except for bosses.
  • Designed all navigational challenges in Dathmoir.
  • Setup all streaming for Dathomir.
  • Helped tunned enemy encounters on various levels.
Senior Game Designer at Visceral Games (2017 to 2017 (8 months)) – Star Wars (Unreleased)
  • Designed multiple gameplay spaces for a single player Action Adventure game in 3D block mesh using Frostbite/Maya.
  • Scripted enemies and objects to convey gameplay ideas within the 3D gameplay spaces I had created.
  • Was asked to take on a bigger role in blocking out more levels of the game in 3D block mesh. I gladly accepted and began blocking out gameplay spaces for additional levels.  While the previous block outs I had already finished were given to other designers to script up.
Senior Game Designer at Infinity Ward (2014 to 2017) – Call of Duty: Infinite Warfare
  • Primarily worked on the mission “Titan” which was picked to be our first full production/green light level.
  • I created the final 3D block mesh that was used by artists/scripters as their template to build from.
  • Worked with Directors to craft gameplay spaces that supported story and gameplay moments.
  • The last part of the mission took place in a jet fighter. I also designed this gameplay space and blocked it out in 3D.
Senior Game Designer at Kojima Productions (2013 to 2014) – Metal Gear Solid V: Phantom Pain
  • Created the initial block mesh layout for the Gray Rampart Mulitplayer map.
  • Tuned the map based off of several play tests held within the studio.
  • I left Kojima Productions after 8 months, but the map I designed remained in the shipped game.  It was taken over by new designers/artist, but many of the core designs remained.
Senior Game Designer at Sony Santa Monica (2010 to 2013) – God of War: Ascension
  • Worked with Creative Director to design the flow and pacing of the opening level
  • Modeled entire level in block mesh using Maya to get scale and feel right, then worked closely with art to balance form and function
  • Scripted, tuned, and composed the arrangement of all non-boss encounters for entire level
  • Scripted all tutorial elements for opening level
  • Responsible for all object placement and navigational paths
  • Worked closely with Combat Designer to create boss arenas within the level
  • Created the flow and block mesh for “The Statue of Apollo” level, this was then given to two designers who fleshed out in detail the initial shell I created
Senior Game Designer at Visceral Games (2008 to 2010) – Dante’s Inferno
  • Designed various combat encounters and puzzles throughout several levels in the game
  • Responsible for creating block mesh using Maya to support my combat and puzzle designs
  • Scripted puzzles and encounters for several levels
Senior Game Designer at Lucas Arts (2006 to 2008) – Star Wars: The Force Unleashed
  • Designed the entire level flow  for the “Tie Fighter Factory” mission, which was the opening main mission of the game
  • Worked closely with environment artist to create gameplay spaces
  • Scripted all enemy encounters for level
  • Responsible for all object placement and scripting of hard gates
Senior Game Designer at EA Games (2003 to 2006) – Lord of the Rings: The Return of the King / Lord of the Rings: The Third Age / The Godfather: The Game 
  • LotR: The Return of the King – Designed the opening level for the game and responsible for all enemy encounters, gameplay transitions, pacing, and object placement.  I also designed the “Palantir of Sauron”, which was a survival mode.
  • LotR: The Third Age – Designed the “Plains of Rohan” missions.  Paper map designs working with an Artist to build level.  Scripted all enemy and object interactions.
  • The Godfather – Designed missions, “Death of a Traitor”, “Sonny’s War”, and “A Recipe for Revenge”.  Responsible for all enemy encounters and scripted events for missions.
Game Designer at StormFront Studios (2001 to 2003) – Lord of the Rings: The Two Towers
  • Designed missions, “Balin’s Tomb”, “Plains of Rohan”, and “Helm’s Deep Wall”
  • Scripted all enemy encounters and interactable objects
  • Responsible for cameras and all object placement
Game Designer at The 3DO Company (1999 to 2001) – War Jetz
  • Designed the “Panama” missions
  • Paper designed all Panama missions (3 in total) and then worked with environment artist to balance form and function
  • Scripted all enemy encounters and environment interactions